//=============================================================================
// Sentinel Hit Emitter - Handles spawning of effects.
//=============================================================================
class WoEHitEmitter extends Emitter
	abstract
	hidedropdown;

var() array<Sound> ImpactSounds;

//Particle start velocity is relative to rotation.
simulated function PostBeginPlay()
{
	local vector MinVel, MaxVel;

	Super.PostBeginPlay();

	MinVel.X = Emitters[0].StartVelocityRange.X.Min;
	MinVel.Y = Emitters[0].StartVelocityRange.Y.Min;
	MinVel.Z = Emitters[0].StartVelocityRange.Z.Min;

	MaxVel.X = Emitters[0].StartVelocityRange.X.Max;
	MaxVel.Y = Emitters[0].StartVelocityRange.Y.Max;
	MaxVel.Z = Emitters[0].StartVelocityRange.Z.Max;

	MinVel = MinVel >> Rotation;
	MaxVel = MaxVel >> Rotation;

	Emitters[0].StartVelocityRange.X.Min = MinVel.X;
	Emitters[0].StartVelocityRange.Y.Min = MinVel.Y;
	Emitters[0].StartVelocityRange.Z.Min = MinVel.Z;

	Emitters[0].StartVelocityRange.X.Max = MaxVel.X;
	Emitters[0].StartVelocityRange.Y.Max = MaxVel.Y;
	Emitters[0].StartVelocityRange.Z.Max = MaxVel.Z;

	PlaySound(ImpactSounds[Rand(ImpactSounds.Length)]);
}

defaultproperties
{
     AutoDestroy=True
     CullDistance=7000.000000
     bNoDelete=False
     LifeSpan=5.000000
     TransientSoundRadius=200.000000
}
